sampler2D g_samSrcColor;
float timeraslow = 1.0;
float totalTime = 2500;
float secHeight = 0.2;
float2 textureSize;
float4 MyShader( float2 Tex : TEXCOORD0 ) : COLOR0
{
float4 Color;
float visibleAmount = secHeight;
if(timeraslow<totalTime)
	visibleAmount -= timeraslow/totalTime*secHeight;
else
	visibleAmount = 0;

Color = tex2D( g_samSrcColor, Tex.xy);
float rest = Tex.y*4000%secHeight;
if(rest > visibleAmount)
	Color = 0;
else if(/*rest/visibleAmount>0.25 && ((rest/visibleAmount-0.25) % (0.25/8)) < (0.25/16)*/ 
	((Tex.y % (1.0f/100)) < 1.0f/200) == ((Tex.x % (1.0f/50)) < 1.0f/100))
	Color= 0;
return Color;

}

technique Disappear
{
	pass p1
	{
		PixelShader = compile ps_2_0 MyShader();
	}
}